Mostly a patch/workaround for a bug that would occur in DFU version v0.15.3 and later -Created sloppy workaround for "dropped in void" bug when being teleported to a random dungeon, when starting a new-game, while using DFU version v0.15.3 and later. -Created a toggle in the settings for this workaround, so if you don't like being brought outside of Privateer's Hold when starting a new-game, you can turn this behavior off. -Fixed a minor oversight that if using the "manual_random_teleport" console command over and over, the event would not be unsubscribed to properly, potentially causing a very minor memory leak.
Just letting people know if anyone has the same issue: there is something wrong with the option to decline a random dungeon and start in Privateer's Hold, at least for me. The game starts just outside the starting dungeon and not inside the cave as it should. I have the option Start Inside Dungeon turned on so it's not that. When I disable the mod it starts in the cave normaly. It's not a huge issue as if you're using this mod it's understood you want a different starting dungeon and even if you want to try Privateer's again for a particular run, you can just disable the mod temporarily.
Also, since I'm already writing: I noticed every time I chose a random dungeon I start near the exit. It kind of ruins the point if having to escape the dungeon if the exit is just a few steps away. Not sure if it's supposed to be like that or if it's something wrong on my end.
The starting outside Privateer's Hold was a work-around for something that changed in a recent version of DFU that was breaking this mod, so atm besides playing on an older version, that is just how it is atm.
If you are placed at the exit of a random dungeon, that usually means that particular dungeon could not find a valid quest marker to place the player at, which could just be bad luck in your case, or potentially another underlying problem, but I'd need more reports on that to get the desire to investigate further.
Thanks for the reply! On the second point: I realised I had the quest dungeons ticked off because I was afraid I might mess something up in regards to the main quest that might be important later. So I guess that was the reason for always spawning next to the exit.
I just tried this on a new toon. It put me in a dungeon somewhere but, then I fell down into the void. I could see the dungeon above me as I fell....is it supposed to do that? Now I'm stuck in darkness I guess? Does daggerfall have 'coc' command? It does have a coc like command... 'tele2exit'...phew... I liked this cat toon I made!!
I love this mod, but unfortunately it forever bugs my saves wherein when I reload a save, I spawn into an endless void and my game locks up. Nothing I can do but uninstall the mod.
I know the chances of this getting an update these days are 0, but I'll remain hopeful because this mod is A++ work.
Need more details than that to potentially help you, all I can say is make sure the mod is up to date and you are using the correct version of DFU for it, otherwise more info required or I can't help here.
I'd like to start in the Daggerfall region or in the north-western corner of the map, so that I can easily start the main quest. Would you consider adding settings for possible regions? Or is this already possible with the climate settings?
It's already sort of possible using the climate settings. And while doing it for individual regions would be possible, I don't think I'd like doing it using the current method, that being through the mod-setting, having around 45 more options added just for each region would be a little silly.
I seem to start in the same dungeon each time, at the top of the screen it always says failed to transform variable, not a huge problem but i forget the random teleport command every time lmao
Make sure you are using the correct version for whatever your system OS is. I've had Linux users mention issues with starting in the same dungeon over and over, but not as often after releasing a Linux specific version. Outside of that, just do as you have with the manual_random_teleport command, if necessary.
Any chance of removing the "Do you want to start in a random dungeon" popup? If the player has installed the mod then obviously the answer is yes. Forcing this popup is just another needless step when starting a new game.
Not necessarily, one might have the mod installed/active, but rather than wanting to exit the game just to deactivate the mod, they might just want to start in Privateer's Hold for various reason, testing, whatever. So I think it's worth keeping it myself.
Being real here? If you need to ask, it won't be worth your time, need to set-up a Unity environment to rebuild the mod.
I'll link this guide I made for setting that part up, if that looks like too much to do, then yeah, likely not worth your time compared to simply clicking the "Yes" option each time. https://dfu-modding.fandom.com/wiki/Making_Mods
If you do get past that part, then I'll tell you specifically what lines of code to remove.
Why not just move the option to the mod configuration menu? So if the player wants to start vanilla they can choose before booting the game, and if they want a random start, then they can do so without having extra menus? It's a simpler solution than its current clunky implementation.
If it's such a simple solution, then you can rebuild it yourself as I said. I've got my own priorities and doing a bunch of work because clicking one extra button per new-character is too inconvenient for one person, is not on that list.
What would be really cool, is if this mod respected the player's preference of "Start in Dungeon", that way we could use this mod to randomly start the game topside -- maybe in the vicinity of the dungeon rolled by the mod. I'm looking at these options -- maybe there is a way to already do this, or something similar? Uncheck all the dungeon-type boxes and just check grave yards?
You can also just use the console command "tele2exit" and it will bring you to the exit of any dungeon you started in, or even "trans_out" which just bring you outside of that same dungeon immediately as well.
The reason it brings you to the exit for grave-yards is they don't really have any "quest markers" to teleport you to, so it falls back to just bringing you to the dungeon exit instead. But yeah, whatever works for you in this case.
Sorry to post this here. I don't have enough access to post on your forum thread.
I love this mod! This and the Ironman Options mod put me in thrall!
I just have one major issue, and I was wondering if there might be a workaround. Probably 70% of my starts, my character starts outside the dungeon and falls into nothingness. I can stare up at the sky and watch the dungeon just float away.
I have a LOT of modules, too. :P I'm not sure which one of them might be causing the issue. I noticed in your opening comments though, that there shouldn't be any compatibility issues. Would you have any thoughts about it?
I couldn't figure out how do this in a spoiler. Of these mods though, I think the only ones that alter dungeons are not dfmods. I also have these installed; Unofficial Block Location and Model fixes and Unofficial Block Location and Model fixes.
I'd suggest de-activating: improved interior lighting tempered-interiors transparent windows
And after doing that testing again and see if the issue is resolved. Then if that does resolve it, you could do process of elimination to pin-point which one might be causing the issue. Those ones are my best guesses atleast, hopefully that helps some.
So, I went to task from scratch. Loading the game twice on each new module.
It was the Quest Offer Locations mod that isn't compatible with this: https://www.nexusmods.com/daggerfallunity/mods/201
It doesn't matter what the load order is either. I have a feeling that the mod alters the dungeon stats enough to throw your mod off. No worries. I chucked it.
Interesting, I'm glad you found the issue in this case atleast. But I'm definitely not sure what could be causing the apparent incompatibility in this case. When the author is around again, I'll try to see if they might have some idea, but thanks for the info.
Mostly general code clean-up, added previously forgotten climate setting, settings can now be changed while in-game, etc -General code clean-up and reorganization and removal of unnecessary files, over 500 lines removed. -Added setting that was missing in previous versions, that being the "Subtropical" climate type. -Mod settings can now be changed while in-game. -NOTE: Due to the settings changed, you may have to redo your settings if you had them changed from the default values in previous mod versions.
Exactly, starting in the same season of the year was always crappy to me, really reduced your exposure to the other amazing sprite variants and visual styles the game has to offer. It was something I felt was desperately needed honestly, so I'm glad it worked out mostly without any issues as far as I was able to see in testing.
47 comments
https://youtu.be/36KXk4BR8LQ
Mostly a patch/workaround for a bug that would occur in DFU version v0.15.3 and later
-Created sloppy workaround for "dropped in void" bug when being teleported to a random dungeon, when starting a new-game, while using DFU version v0.15.3 and later.
-Created a toggle in the settings for this workaround, so if you don't like being brought outside of Privateer's Hold when starting a new-game, you can turn this behavior off.
-Fixed a minor oversight that if using the "manual_random_teleport" console command over and over, the event would not be unsubscribed to properly, potentially causing a very minor memory leak.
It's not a huge issue as if you're using this mod it's understood you want a different starting dungeon and even if you want to try Privateer's again for a particular run, you can just disable the mod temporarily.
Also, since I'm already writing: I noticed every time I chose a random dungeon I start near the exit. It kind of ruins the point if having to escape the dungeon if the exit is just a few steps away. Not sure if it's supposed to be like that or if it's something wrong on my end.
If you are placed at the exit of a random dungeon, that usually means that particular dungeon could not find a valid quest marker to place the player at, which could just be bad luck in your case, or potentially another underlying problem, but I'd need more reports on that to get the desire to investigate further.
On the second point: I realised I had the quest dungeons ticked off because I was afraid I might mess something up in regards to the main quest that might be important later. So I guess that was the reason for always spawning next to the exit.
It does have a coc like command... 'tele2exit'...phew... I liked this cat toon I made!!
I know the chances of this getting an update these days are 0, but I'll remain hopeful because this mod is A++ work.
I'll link this guide I made for setting that part up, if that looks like too much to do, then yeah, likely not worth your time compared to simply clicking the "Yes" option each time. https://dfu-modding.fandom.com/wiki/Making_Mods
If you do get past that part, then I'll tell you specifically what lines of code to remove.
The reason it brings you to the exit for grave-yards is they don't really have any "quest markers" to teleport you to, so it falls back to just bringing you to the dungeon exit instead. But yeah, whatever works for you in this case.
I love this mod! This and the Ironman Options mod put me in thrall!
I just have one major issue, and I was wondering if there might be a workaround. Probably 70% of my starts, my character starts outside the dungeon and falls into nothingness. I can stare up at the sky and watch the dungeon just float away.
I have a LOT of modules, too. :P I'm not sure which one of them might be causing the issue. I noticed in your opening comments though, that there shouldn't be any compatibility issues. Would you have any thoughts about it?
I couldn't figure out how do this in a spoiler. Of these mods though, I think the only ones that alter dungeons are not dfmods. I also have these installed; Unofficial Block Location and Model fixes and Unofficial Block Location and Model fixes.
actions.dfmod
airships.dfmod
ambienttext.dfmod
'aquatic sprites.dfmod'
archaeologists.dfmod
arenastyleflavortext.dfmod
barenziahboutique.dfmod
basicmagicregen.dfmod
basicroads.dfmod
'better ambience.dfmod'
'birds in daggerfall.dfmod'
'blessed magic compass.dfmod'
'climates & calories.dfmod'
'climates travel map.dfmod'
'convenient clock.dfmod'
'daggerfall enemy expansion.dfmod'
'daggerfall expanded textures.dfmod'
'darker dungeons.dfmod'
'detailed city walls.dfmod'
'diverse weapons.dfmod'
'dungeon loot.dfmod'
"dynamic skies - carademono's hd clouds.dfmod"
'dynamic skies.dfmod'
'enemy health bar.dfmod'
'famous faces of the iliac bay.dfmod'
'finding my religion.dfmod'
'fixed desert architecture.dfmod'
'fixed dungeon exteriors.dfmod'
'handpainted models - buildings.dfmod'
'handpainted models - main.dfmod'
'handpainted models - treasure piles.dfmod'
harvestablecrops.dfmod
'hot key hud.dfmod'
'hud torch indicator.dfmod'
'improved interior lighting.dfmod'
'ironman options.dfmod'
lagless.dfmod
limitedgoldshops.dfmod
'lively cities.dfmod'
loadingscreen.dfmod
'location loader.dfmod'
lockedlootcontainers.dfmod
'logical lootpiles.dfmod'
'lousy lycans.dfmod'
'mountains and hills.dfmod'
'new paintings.dfmod'
"nine's cathay - gray spotted.dfmod"
"nine's cathay - oblivion.dfmod"
"nine's cathay - tan striped.dfmod"
'quest offer locations.dfmod'
'race height.dfmod'
randomstartingdungeon.dfmod
'readied spellcasting hands.dfmod'
realgrass.dfmod
'realistic wagon.dfmod'
reasonableblood.dfmod
'red brick replacer.dfmod'
restwarningifunwell.dfmod
roleplayrealism.dfmod
roleplayrealism-items.dfmod
simple_3d_trees.dfmod
'sneak and crouch combined.dfmod'
'soldier'\''s luxury (guild renovation project).dfmod'
'taverns redone.dfmod'
telescope.dfmod
tempered-interiors.dfmod
trainingserviceoverhaul.dfmod
'transparent windows.dfmod'
traveloptions.dfmod
'ublamf - map blocks addon.dfmod'
uncannyui.dfmod
'unofficial block, location and model fixes.dfmod'
'vanilla enhanced - animated people.dfmod'
'vanilla enhanced - base.dfmod'
'vanilla enhanced - masked roads.dfmod'
'vanilla enhanced - villagers.dfmod'
'vanilla enhanced - villains & monsters.dfmod'
'vanilla enhanced - winter tracks.dfmod'
'villager immersion classic.dfmod'
villagerreactions.dfmod
'wilderness overhaul.dfmod'
'windmills of daggerfall.dfmod'
'world of daggerfall.dfmod'
youcanpetthecat.dfmod
improved interior lighting
tempered-interiors
transparent windows
And after doing that testing again and see if the issue is resolved. Then if that does resolve it, you could do process of elimination to pin-point which one might be causing the issue. Those ones are my best guesses atleast, hopefully that helps some.
It was the Quest Offer Locations mod that isn't compatible with this: https://www.nexusmods.com/daggerfallunity/mods/201
It doesn't matter what the load order is either. I have a feeling that the mod alters the dungeon stats enough to throw your mod off. No worries. I chucked it.
Mostly general code clean-up, added previously forgotten climate setting, settings can now be changed while in-game, etc
-General code clean-up and reorganization and removal of unnecessary files, over 500 lines removed.
-Added setting that was missing in previous versions, that being the "Subtropical" climate type.
-Mod settings can now be changed while in-game.
-NOTE: Due to the settings changed, you may have to redo your settings if you had them changed from the default values in previous mod versions.
Glad you enjoy the feature as well!